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Browser-game timing audit, measured in ms

Worked example first, free. Hextris (open source, ~2k stars) has three timing facts sitting in its source: 1. Rotation has a 75ms dead zone on desktop. Hex.js, rotate(): an input within 75ms of the last is dropped, and the check is skipped entirely on mobile user-agents. Same double-tap: one rotation on desktop, two on mobile. 2. One timer runs off the game clock. Everything advances by dt in 16.666ms units (main.js:238), except MainHex.delay = 15, decremented once per animation frame while update() is frozen (main.js:183, 248). That stop lasts 250ms at 60Hz, 104ms at 144Hz, 500ms at 30Hz. 3. dt is never clamped. Hide the tab 3s mid-run and the first frame back can carry dt about 180; the falling block jumps past the hex and settles. You lose to a hitch you never saw. That is the shape of the paid read. Send a playable browser game and its source; you get one page of findings like these, at every speed the game can reach: where the feel breaks, the line responsible, the ms window as coded, how to reproduce it. 48h, one revision. Not art notes, not full QA.

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